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If your framerate can’t quite make 75fps the entire frame will failover to displaying on the next HMD pass, which causes the framerate to artificially drop to 37.5fps. The reasons for this can be anything from quality settings changes to pretty much anything behind the scenes that might be slowing it down. If you dig deep there are a dozen settings you can adjust just through the console alone to help bring the framerate up. Check things like GPU utilization too to make sure it’s not being limited in some way. To give you a non-UE example, Project Cars recently suffered badly with their HMD implementation crippling three quarters of the available GPU utilization.
If you’re using an Oculus Rift, Timewarp should be making up for your frame stuttering by allowing you to maintain head tracking smoothness despite UE reporting a low framerate. Since the worst possible thing is to make people feel ill, you want to verify that timewarp is working. If it is then having a low framerate isn’t the dire outcome that it used to be. If you’re not using an Oculus Rift then I’d check what similar options other HMD drivers have implemented.
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, thanks for the answer and tips! my point here is, why same project with same settings on a newer engine version goes slower, with a drop of almost 25 frames of difference per second. Same project, same settings, newer engine version.
Thanks
F.